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VIZUALNA KULTURA VIDEOIGER
ID Kraljevič, Amadej (Author), ID Vogrinc, Jože (Mentor) More about this mentor... This link opens in a new window

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Abstract
Videoigre so ambivalenten medijski pojav. Od možnosti računalniške obdelave podatkov dalje lahko v njih simuliramo najrazličnejše vrste drugih medijskih form. Ob tem pa imajo videoigre tudi svojo zgodovino razvoja, ki se za ta specifičen medij začne znotraj vojaško-industrijskega kompleksa hladne vojne. Vendar so že pred njimi, v času industrijske revolucije, v množično družbeno uporabo prišli nekoliko drugačni stroji. Od industrijske revolucije dalje so se ob boku industrijskim in pisarniškim tehnologijam začeli zunaj tovarn in pisarn pojavljati stroji, namenjeni tako igranju kot storitvenemu delu. Od avtomatov za distribucijo poštnih kartic, žvečilk, cigar in ostalih produktov pa vse tja do igralnih arkadnih avtomatov (biljard, ročni nogomet, fliper, mutoskop itd.). Ti so bili kasneje večinoma postavljeni v igralne parke, hkrati pa se njihov proizvodni proces podredi imperativu konkurence, torej imperativu kapitala. To prinese tudi različne učinke na realno subsumpcijo tehnokulture, ki vse do danes dobiva različne pojavne oblike.

Language:Slovenian
Keywords:avtomati, videoigre, formalna subsumpcija, realna subsumpcija, tehnokultura, računalništvo, družbeno-tehnološko partnerstvo
Work type:Bachelor thesis/paper
Organization:FF - Faculty of Arts
Year:2019
PID:20.500.12556/RUL-110600 This link opens in a new window
Publication date in RUL:18.09.2019
Views:1657
Downloads:329
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Secondary language

Language:English
Title:Visual culture of videogames
Abstract:
Video games are an ambivalent media phenomenon. From the possibilities of computer data processing on, we can simulate various types of other media forms in them. In addition, video games have their own history of development, which for this specific medium begins within the military-industrial complex and Cold War. However, already before them, during the industrial revolution, slightly different machines came into mass social use. Since the Industrial Revolution, machines for both gaming and service work have emerged alongside industrial and office technologies, but they were put mostly outside of factories and offices. From vending machinces for the distribution of postcards, chews, cigars and other products all the way to gaming arcade machines (billiards, handball, pinball, mutoscope, etc.). These were later mostly placed in closed private amusement parks, while at the same time their production process was subject to the imperative of competition, that is, the imperative of capital. This also brings different effects on the real subsumption of technoculture, which to this day takes on various phenomena.

Keywords:automat, videogames, formal subsumption, real subsumption, technokulture, computing, socio-technological partnership

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